| ____ | | ____ | ____ \__ __/| __ \ | ____ | \ | |\__ __/
| | || | | | | | | | | \ || | | \ | | | |
| |____|| | |__ | |_____ | | | | | || |__ | \ | | | |
| __| | __| |_____ | | | | | | || __| | |\ \| | | |
| |\ \ | | | | | | | | | || | | | \ | | |
| | \ \ | |____ _____| |___| |___| |__/ || |____ | | \ | | |
| | \ \ |_______ _______|\_______/|______/ |_______ | | \_| |_|
______ _________ _
| ____ |\ /| \__ __/| |
| | | | | | | | | |
| |__ | | | | | | | |
| __| | | | | | | | |
| | \ \__/ / | | | |
| |____ \ / ___| |___| |_____
|_______ \__/ \_______/|_______|
+-------------------------------+
| Table of Contents |
+---+---------------------------+
|1. |Information |
+---+---------------------------|
|2. |Characters |
+---+---------------------------|
|3. |Herb Chart |
+---+---------------------------|
|4. |Walkthrough |
+---+---------------------------|
|5. |Passcodes |
+---+---------------------------|
|6. |Event Completion Checklists|
+---+---------------------------|
|7. |Hints & Tips |
+---+---------------------------+
==================
- 1. Information -
==================
**PLEASE DO NOT COPY THIS GUIDE TO ANOTHER SITE AND TAKE CREDIT FOR MY WORK**
**E~mail me asking permission if you would like to copy any part of this guide.**
If you have any questions, suggestions, or good comments I would enjoy hearing from
you. E-mail me anytime at zombiekiller122@hotmail.com or messaged me on AIM at
ZombieKiller122. I check my e-mail about once every other day, so if I take some
time to reply don't think I am ignoring you.
Around the time I finished writing this walkthrough back in January of this year I
also finished writing a Resident Evil 4 walkthrough, it is posted here on cheatcodes
so go check it out under Game Cube!
Right now I am currently playing Resident Evil Outbreak File #2 online, and I am
very close to beggining my first walkthrough for it. If you would like to play
online with me my online name is zombiekiller12 (I rarely play File 1 anymore, so if
you want to play tell me ahead of time).
===================================================================================
~*~ Edit Dates ~*~
1-15-05 = Started FAQ
1-16-05 = Made charts to better display Table of Contents, and the passcode section.
1-18-05 = Fixed spelling errors
1-19-05 = Fixed more spelling errors
1-19-05 = Finshed FAQ
5-21-05 = Changed Information, added Hints & Tips
===================================================================================
=============
2. CHARACTERS
=============
==================
- A. Kevin Ryman -
==================
- OCCUPATION: Police Officer
- STARTING ITEM: .45 Automatic Handgun
- SPECIAL ACTION: Kick (Press O while holding R1)
- INFORMATION: Kevin Ryman is a good all around character and is great
for beginners. He has strength, speed and his own gun. Being a police
officer he shoots everything very accurately and can deal with monsters
quite well. He has no major disadvantages.
- RECOMMENDATION FOR SCENARIO: 4/5
===================
- B. Mark Wilkins -
===================
- OCCUPATION: Security Guard
- STARTING ITEM: Standard Handgun
- SPECIAL ACTION: Block (Press O while holding R1)
- INFORMATION: Mark is a big guy so he is a bit slow, but his size
gives him an advantage because he is very strong with melee weapons. He also fires
with good accuracy. His major disadvantage is running slow as mentioned above, so
it's not wise to use him in a scenario where you have to keep moving at a fast pace,
especially in Decisions, Decisions. He's alright for the first scenario.
- RECOMMENDATION FOR SCENARIO: 1/4
======================
- C. Alyssa Ashcroft -
======================
- OCCUPATION: Journalist
- STARTING ITEM: Lockpick
- SPECIAL ACTION: Backstep (Press O while holding R1)
- INFORMATION: Alyssa is the best female you can have in the game. Her
lockpick helps eliminate the need for some keys, she also runs fast and
fires somewhat accurately.
- RECOMMENDATON FOR SCENARIO: 4/5
=================
- D. David King -
=================
- OCCUPATION: Plumber
- STARTING ITEM: Tool Box
- SPECIAL ACTION: Wrench Throw (Press O while holding R1)
- INFORMATION: David can repair broken items with his toolbox function.
This is helpful in situations where a gun might break and he can create new weapons
by combining things in his tool box with other items. He can run at a fast pace and
he shoots accurately. He's not nearly as combative as Kevin or Mark, but his special
abilities help.
- RECOMMENDATION FOR SCENARIO: 4/5
===================
- E. Cindy Lennox -
===================
- OCCUPATION: Waitress
- STARTING ITEM: Herb Case
- SPECIAL ACTION: Duck (Press O while holding R1)
- INFORMATION: She's actually tougher than she looks. She's not
particularly good at shooting, but she can heal her partners among other
things. Her Duck ability helps her elude attacks from certain enemies. She's pretty
average overall.
- RECOMMENDATION FOR SCENARIO: 3/5
==================
- F. Jim Chapman -
==================
- OCCUPATION: Train Company Employee
- STARTING ITEM: Coin
- SPECIAL ACTION: Playing dead (Press O while holding R1)
- INFORMATION: He's annoying, he constantly whines but he's a good
character because he can play dead which helps to conserve ammo. Also this
special action can help not get attacked, the zombies wont even acknowledge him. He
runs fast, shoots well and is pretty good overall but if you use his special
abillity to much the virus meter will go up very quickly.
- RECOMMENDATION FOR SCENARIO: 4/5
==================
- G. Yoko Suzuki -
==================
- OCCUPATION: University Student
- STARTING ITEM: Backpack
- SPECIAL ACTION: Escape (Press O while holding R1)
- INFORMATION: She's slow, has a hard time aiming a gun, and is rather
weak in terms of strength. But her most redeeming factor is that she
has a backpack which helps her carry twice the amount of items. This alone helps her
avoid constant trading and backtracking.
~ Highly recommended as a partner character whenever possible. ~
- RECOMMENDATION FOR SCENARIO: 4/5
======================
- H. George Hamilton -
======================
- OCCUPATION: Doctor
- STARTING ITEM: Medical Kit
- SPECIAL ACTION: (Press O while holding or pressing R1)
- INFORMATION: George is a semi-frightened doctor, and being a doctor he
takes aim with his medical knowledge to mix up herbs and medicines and
such. He's a bit slow, and his shooting's not as good as it should be,
but he's recommended for health freaks out there.
- RECOMMENDATION FOR SCENARIO: 3/5
=================
- 3. Herb Chart -
=================
+------------------------------------------------+--------------------------------+
| Herb/Herbs | Affect |
+------------------------------------------------|--------------------------------|
|Green Herb |25% Heal |
|------------------------------------------------|--------------------------------|
|Blue Herb |Poison Heal |
|------------------------------------------------|--------------------------------|
|Green Herb + Red Herb |100% Heal |
|------------------------------------------------|--------------------------------|
|Red Herb + Blue Herb |Poison Heal |
|------------------------------------------------|--------------------------------|
|Green Herb + Green Herb |50% Heal |
|------------------------------------------------|--------------------------------|
|Green Herb + Blue Herb |25% + Poison Heal |
|------------------------------------------------|--------------------------------|
|Green Herb + Red Herb + Blue Herb |100% + Poison Heal |
|------------------------------------------------|--------------------------------|
|Red Herb + George's Medical Kit |Hemostat (Stops Bleeding) |
|------------------------------------------------|--------------------------------|
|Green Herb + Green Herb + Blue Herb |50% + Poison Heal |
|------------------------------------------------|--------------------------------|
|Green Herb + George's Medical Kit |Antidote (Poison Heal) |
|------------------------------------------------|--------------------------------|
|Blue Herb + George's Medical Kit |Recovery Medicene (25% Heal) |
|------------------------------------------------|--------------------------------|
|Red Herb + Blue Herb + George's Medical Kit |Recovery Medicene L (100% Heal) |
+------------------------------------------------+--------------------------------+
==================
- 4. Walkthrough -
==================
Enter the door in the southwest corner of the
room, taking you to the 1F passage elevator.
=======================
- 1F passage elevator -
=======================
Here, you can find a LIGHTER on the desk on the east wall for David to combine
with a PESTICIDE SPRAY, a RED HERB on the divider halfway through the
passage, and a UNIVERSITY MAP (Alyssa can unlock the the locker with a simple lock).
The elevator doesn't work quite yet, and it won't let you type
in a code yet, so let's startlooking for it!
Exit the room.
=================
- Entrance hall -
=================
If you check behind the stairs you will find a moose head with diamond shaped holes
in
the eye sockets. If you have beaten a few other RE games you will remember this
better
as a tiger.
For a HANDGUN or FOLDING KNIFE and a FIRST AID SPRAY, check the desk
halfway up the stairs.
Open the door in the middle of the east wall.
==========================
- Student affairs office -
==========================
You'll find PETER'S DIARY in front of you, and a zombie between you and that desk!
Dispose of her properly, then get the sparkling item on the north wall for GENEOLOGY
FACTS.
You can also find a HANDGUN in the drawer located on the eastern half of the
south wall. HANDGUN ROUNDS are on the floor toward the southwest corner of the
room and an ANTI VIRUS is on the desk directly in front of the door you
used to enter.
==========================
- General manager's room -
==========================
But first, take the BLUE HERB after entering the room if you want it.
And now, the puzzle. Take the NUMBER MEMO off the desk. The clock must have
something to
do with the puzzle.
Here's the solution table. Each difficulty has a different time solution:
+------------+----------+
| Difficulty | Solution |
+------------+----------+
| Easy | 3:25 |
|------------|----------|
| Normal | 10:25 |
|------------|----------|
| Hard | 7:40 |
|------------|----------|
| Very Hard | 2:50 |
+------------+----------+
Take the RED JEWEL from the clock, then leave.
==========================
- Student affairs office -
==========================
Exit to the Entrance hall.
=================
- Entrance hall -
=================
Go behind the stairs and make use of the RED JEWEL, then open the door
in the southeast corner of the room.
================
- Waiting room -
================
There's a GREEN HERB and a zombie in here.
NOTE: If you're playing in Normal mode you will find the BRASS SPECTACLES
on the bronze statue here. Make sure you take them and exit via the other
door in this room.
================
- 1F passage A -
================
Run forward and you should see a small cabinet against the left wall. Push it
forward. If you can't pick up a FIRST AID SPRAY, get on the opposite side and push
it the other way.
Continue around the bend. Hard players will find the BRASS SPECTACLES on this
statue. Avoid the zombie and you will find another cabinet with the same
strategy as last time, but this one has an ANTI VIRUS for Normal mode
and HANDGUN ROUNDS for Easy.
Open the door at the end.
================
- 1F passage B -
================
NOTE: I wouldn't mess with the sparking wires and the switch, but if you must,
make sure no partners are under it. Later you will need this switch for an
unfriendly guest.
Continue down the hall and take the GREEN HERB and
BLUE HERB if you want them. Open the door.
=================
- Entrance hall -
=================
Now go up the stairs. Open the door in the southeast corner on this floor.
=======================
- 2F passage -
=======================
There's another movable shelf here, this one packing an IRON PIPE. Continue
down the hall to find a couple of zombies. If you already have the
BRASS SPECTACLES, you can put them on the statue at the end of the hall. Don't
go through yet, though, we don't need this passage yet...
There are some HANDGUN ROUNDS in the northeast corner of this passage in Easy
mode.
NOTE: There's a BLUE HERB here, but unless you're playing as George and can
convert this to RECOVERY MEDICINE, you don't really need anymore blue herbs.
Open the door that is on the right side of your screen.
NOTE: If you are playing as Cindy, you don't have to go through this
part. If you're playing on Easy you should get the BRASS SPECTACLES from
in this room but if not, just skip down to the Art gallery.
================
- Drawing room -
================
If you're playing on Easy mode, take the BRASS SPECTACLES from the bronze
statue in this room.
There is also a GREEN HERB beside the statue, an ANTI VIRUS pill on the table
in the back of the room, and a HANDGUN on the coffee table between the couches.
Open the other door in this room.
====================
- Presidents' room -
====================
There is a HANDGUN MAGAZINE under the table.
Check the fireplace. Pull either one of the cords. Both will have the desired
effect, but one will release a zombie (releasing the zomibe will be an even checlist
completion). The cord that releases him is randomly chosen.
After pulling it,if the zombie is released just run from him. leave through the door
you
entered.
================
- Drawing room -
================
Exit back to the 2F passage.
==============
- 2F passage -
==============
Now open the door in front of you.
===============
- Art gallery -
===============
NOTE: With Cindy check the piano to play a familiar tune...Sorry but Cindy is
the only one that can play the piano.
The statue lowers his hand to allow access to the BLUE JEWEL, the moose's second
eye. HANDGUN ROUNDS are located on the ground to the north against one of the
display cases.
Leave via the door you came in.
==============
- 2F passage -
==============
Run back to the door leading to the Entrance hall and open it.
=================
- Entrance hall -
=================
There is a GREEN HERB and a RED HERB in the southeast corner of the second floor.
Descend the stairs. Put the BLUE JEWEL in the moose and a secret doorway
appears.
Enter.
==============
- Study room -
==============
Go down the stairs and to the end.
_Cutscene_
Check the sparkles on the desk for many items, the REAGENT GENERATION MEMO, the
BLOOD-STAINED MEMO, and the TORN MEMO. Check the east side of the room for a RECOVERY
MEDICINE (L) and an ANTI VIRUS (L), and the west side for another ANTIVIRUS (L). You
can put pills of the same type in one item slot.
- NOTE: You need to see the cutscene in this room before you can input the elevator
codes on 1F, and you don't have to pick up either peices of the TORN MEMO because I
have the codes listed for you in a few different places :-) and the memo is a waste
of time!
The REAGENT GENERATION MEMO tells about how to make a reagent, which could
potentially cure the T-virus. Sounds like we should get the ingredients! They
are the P-BASE, V-POISON, and T-BLOOD.
Ascend the stairs and exit.
=======================
- Entrance hall -
=======================
Open the door in the southwest corner.
=======================
- 1F passage elevator -
=======================
Check the computer and type in your passcode.
+----------------+
| Possible Codes |
+----------------+
| 4032 |
|----------------|
| 4161 |
|----------------|
| 4927 |
|----------------|
| 4284 |
+----------------+
NOTE: At this point, you must choose a path, B2F (Water treatment facility) or
B4F (Subway tracks and Emission control tower). Although B4F contains enemies
that can poison you, I recommend it for your first time. I think it's a lot
more fun than the B2F because the Water treatment facility requires a lot of
back and forth movements.
I'm going to put the B2F walkthrough first, then B4F. To skip to the B4F section,
press Ctrl+F on your keyboard and type "zombies suck". It will take you to the B4F
walkthrough.
Yet another NOTE: When you pick between B2F and B4F, your partner will go to the
floor you do not choose. For example, if you go to B2F for the SEALED REGEANT CASE
one of your partners will go to B4F for the V-POISON. Therfor you will not have to
go to both floors and get both things unless your partner dies (usually they do die
on Hard/Very Hard but not always). Although when they get the item they will be
waiting on that floor for you to come get them. If you go to B2F, when you are done
get in the elevator and go to B4F. Head through the door and down the stairs, passed
the spiders and into the subway tunnel and your partner will be waiting there. If
you go to B4F first then your partner will be in B2F Passage Elevator waiting for
you.
------------------------------------ Via B2F ----------------------------------
If you aren't there yet, take the elevator to B2F.
========================
- B2F Passage elevator -
========================
There's a PESTICIDE SPRAY in the northeast corner of the room and a
FIRST AID SPRAY on top of the shelf in the middle of the room (climb onto the
boxes, first).
If George is not you or one of your partners, he will be here, dying. He
mutters something about how foolish he is for thinking the reagent ingredients
were here, then drops a RECOVERY MEDICINE (L) and an ANTI VIRUS (L).
Climb down the ladder...
=======================
- West waterway -
=======================
Climb down. The only items here are a FOLDING KNIFE in the water against the
gate beside you, and an IRON PIPE in the water against the gate to the west.
=================
- East waterway -
=================
There's a CURVED IRON PIPE in the water against the far gate.
Climb the ladder and knock down the zombie there, then take the RED HERB and
GREEN HERB he was guarding. Open the door at the end.
=============
- Passage A -
=============
There's a RED HERB here, but there's a zombie guarding it off-screen to the left. Be
careful.
I recommend you kill this zombie, as you will be traversing this passage quite
a few more times.
Open the first door you come to.
========
- Shed -
========
Here, you can find the WATER PURIFYING FACILITY MAP, a FIRST AID SPRAY on the shelf,
and a GRENADE LAUNCHER loaded with BURST ROUNDS just beside the door used to come in.
Leave.
=============
- Passage A -
=============
Continue to the end, where you'll find a zombie that looks like the first one
from the original RE. Kill him, then stomp his head in for old times sake.
Open the door here.
=================================
- Water works management office -
=================================
There's a HANDGUN on the floor by the door you came through, a GREEN HERB in the
southwest corner on top of the cabinet, the CABLE REPAIR REQUEST file on the
northeast corner of the desk, and a REAGENT CASE on the desk as well. Leave the
REGEANT CASE alone it's a waste of time!!!!!!!!!!! We need the SEALED REGEANT CASE
(keyword, SEALED)
The machine here contains the P-BASE, but we need a sealed case to secure it.
=============
- Passage A -
=============
Now run all the way through the door with no loading sequence to the other end of
the hall to the other end and open the door.
=============
- Passage B -
=============
Pick up the HANDGUN ROUNDS on the shelf in the middle of the room. Open the other
door.
======================
- Underground tunnel -
======================
Enter the other door.
============================
- Water purifying facility -
============================
In here you can find a GREEN HERB by a door, and further down the walkway,
some HANDGUN ROUNDS on a box. Open the door with the GREEN HERB near it.
============
- Restroom -
============
Hmm. Why would you need a GRENADE LAUNCHER in the Restroom? Who cares! Pick it up.
There's also a BLUE HERB and FIRST AID SPRAY.
- NOTE: If you still have the first GERNADE LAUNCHER I recommend you give this
weapon to your partner.
Leave.
============================
- Water purifying facility -
============================
Run north and take the .45 AUTO ROUNDS if you're Kevin, then continue up and
over the bridge and pick up that shiney item on the other...UH OH!
_Cutscene_
That's a Hunter Gamma (GASP). Ah, don't worry when they areout of the water, they
aren't much of a threat, but in the water they can swallow you in one gulp! So stay
on dry land.
Pick up that shiney item, it's the KEY WITH RED TAG.
Lock and load your GRENADE LAUNCHER, then run back to the door you used to get
in here initially, blasting any Hunter that gets in your way.
======================
- Underground tunnel -
======================
Ignore the Hunter that might jump out of the water and exit back to Passage B.
=============
- Passage B -
=============
Go to Passage A.
=============
- Passage A -
=============
Open the next door, then continue to the door at the end.
=================================
- Water works management office -
=================================
Unlock the door here with the KEY WITH RED TAG, then go through.
==============
- Water tank -
==============
Hop down, then run to the other side. Watch out for the Hunters. After you
jump onto the second platform and are out of their reach you're safe, maybe.
Sometimes
they will jump out of the water and jump up here so watch your back.
Check the computer to release the lock on the Water tank. There are some
BURST ROUNDS to your right and as you've noticed a BLUE HERB near the
entrance.
Go back into the office.
- NOTE ABOUT HUNTER GAMMAS: If you're playing on a harder difficulty, or just
don't have a GRENADE LAUNCHER, you can easily take out a Hunter
with one or two handgun shots and a bunch of foot stomps. Simply
run a good distance from it, then face it. Just after it jumps or
just before it lands, land a shot on it. He should fall down,
allowing you to stomp the crap out of him. If he gets up, repeat
the shooting phase.
=================================
- Water works management office -
=================================
Exit back to Passage A.
=============
- Passage A -
=============
Keep going to Passage B.
=============
- Passage B -
=============
To the Underground tunnel.
======================
- Underground tunnel -
======================
Once again, ignore this Hunter and open the other door.
============================
- Water purifying facility -
============================
At this point it is IMPERATIVE (that means you hafta do it) that you you kill
every Hunter in this room. The Hunter is dead when it lies down, then wiggles
and goes, and I quote, "AAAAHHAHIIIGIIIIGIGH!".
After you've finished,go to the break in the fence by the stairs and jump
up onto the pole. Shimmy across, if you see a Hunter in the water,
just keep going but try to hurry. Each and every Hunter in the water will
immediately find you, smack you off the pole, and then attempt to swallow you in one
gulp. If you fall in the water, keep mashing down O and X when a Hunter picks you up
and attempts to swallow you. Swim to the steps and kill the Hunters and shimmy
acrossed again. If you make it without being knocked off, kill them if any are
moving. If not there are BURST ROUNDS in between the two pipes and another pole to
shimmy arcossed on the other side of this platform.
Continue across the pole, then hop down onto the crates and go away from that ladder.
Climb onto the ledge and open the door.
==================================
- Quality assurance testing room -
==================================
There's an ANTI VIRUS (L) on the desk here, and some BURST ROUNDS on the cart
by the other door. Open that door.
======================
- Underground tunnel -
======================
There's another Hunter here, as well as a RED HERB and GREEN HERB. Continue...
==============
- Water tank -
==============
Run around the bend and climb up the broken ladder. In
Easy mode, there's a FIRST AID SPRAY here in plain view. Open the door, then
take the SEALED REAGENT CASE.
After exiting the mini-room, you can go to the left side of the screen and jump off
into the water below. Watch out for the hunters, if you already killed them
sometimes they will be "MAGICALLY REVIVED". This would bring you right back to the
office.
So jump down, then pull yourself out of the water and enter the Water works
management office.
=================================
- Water works management office -
=================================
Use the SEALED REAGENT CASE on the machine. In return, you will receive the
P-BASE (SEALED). We have accomplished our objective.
Exit using the other door.
=============
- Passage A -
=============
Back to Passage B.
=============
- Passage B -
=============
...zzzz...zzz...Underground tunnel...
======================
- Underground tunnel -
======================
The same boring place. Continue...
============================
- Water purifying facility -
============================
Slide across the pipes again and this time, climb the ladder.
===============
- Back square -
===============
_Cutscene_
Looks like you got your work cut out for you. In case you didn't catch it, the
sniper hit that thing with a device that was made to inject something (likely a
sedative) and retrieve some blood. However, he got away with the blood-filled device.
He has our T-BLOOD!, and without it we cannot make the cure for the virus and
thus, will die.
Alrighty. Head to the southeast corner of the square (rectange??) to find the
MAP OF THE ENTIRE UNIVERSITY.
Check the sparkle on the UBCS guy's uniform for the ORDERS file.
NOTE: UBCS stands for Umbrella Biohazard Countermeasure Service. They don't
really work for Umbrella, they're just hired hands. However, other than Carlos
from RE3, they serve mostly as pincushions for several famous Resident Evil
bosses, including Birkin and Nemesis, and now, Thanatos R.
There are 2 GREEN HERBs along the north wall, a GREEN HERB and a BLUE HERB
against the west wall, also some BURST ROUNDS on the hood of the truck.
Here is where my guide differs from most others. Most guides will have you find
your other partner before obtaining the T-BLOOD. However partners are a little...
mentally challenged. They will waste ammo, health items, and might even die.
NOTE: You no longer need this key.
NOTE: If you would rather take the Pier route, you can get these items,
assuming you don't get swallowed whole by sharks: RED HERB, GREEN HERB,
HANDGUN ROUNDS, an IRON PIPE, a FIRST AID SPRAY, and a HANDGUN MAGAZINE. On
Easy, you'll find 2 GREEN HERBs where there is only 1 in Normal.
================
- 1F passage B -
================
Hold your breath and open the door leading back to the Entrance hall.
=================
- Entrance hall -
=================
GASP! *Drum Roll Please* Dun dun dunnnnnnn....
Boss: Thanatos R
Weapon of Choice: NONE! FREAKIN' RUN!
He's invincible, so don't waste ammo.
Now we need to get BACK to 1F passage B. The only way we can get the
T-BLOOD is to knock him down. Firepower won't work, so we'll have to try some
shock therapy...
Open the southeasternmost door.
================
- Waiting room -
================
Run to the other door, and try to ignore him when he busts through the Student
affairs office wall...
================
- 1F passage A -
================
Run as fast as you can to the other door in the hall. Don't waste time calling
your partner, as he/she will be less likely to get hurt if you're not in there.
================
- 1F passage B -
================
Quickly! Before he catches up with you, run to the blinking switch.
Highlight the "Yes" command and call your partner to come with you. Thanatos,
in his obnoxiousness, should come running around the corner. You will know when
he enters the room by the music that starts playing, measure him up with the big
black mark (the shadow of the cords hanging) on the floor and when he is on the mark
shot the $#!% out of him
The T-BLOOD will fall out onto the floor. Grab it, then high-tail it through the door
here to the Entrance hall.
=================
- Entrance hall -
=================
Hurry! Run to the 1F Passage elevator in the southwest corner.
=======================
- 1F Passage elevator -
=======================
Now, we will find our partner, who will have the V-POISON in his/her
possession if they are still alive. Take the elevator to B4F.
================
- B4F corridor -
================
There are some items here, but you don't really need any of them so don't worry
about them. The SUBWAY MAP is here, but we aren't going far so you shouldn't need
it. Open the door.
===================
- Access waterway -
===================
Just ignore the spiders, you'll only have to see them twice. Run down the stairs,
hop down, run across the sewer way, hop up, then run down the stairs and into the
darkness.
=====================
- Old subway tracks -
=====================
Here, you will find your friend, who will be holding the V-POISON. If the
partner isn't here, you will need to get it yourself by following the "Via B4F"
version of the walkthrough. Sorry.
You don't need to keep all three of these items, you can spread them among your
friends. They have item slots for a reason.
NOTE: If you're interested in an ASSAULT RIFLE (